鋼鐵雄心4開(kāi)發(fā)日志 | 4/28 坦克設(shè)計(jì)器

牧游社 牧有漢化翻譯
HoI4 DevDiary - tank Designer
Archangel85, Oberbefehlshaber, Content Design, HoI4
Hello, and welcome back to another DevDiary about content coming in the 1.11 "Barbarossa" patch and its accompanying DLC. As always, keep in mind that the things shown in this DevDiary are still under development, so the numbers and UI might change before release.
大家吼哇,歡迎閱讀新一篇關(guān)于1.11版本號(hào)“巴巴羅薩Barbarossa”及其伴隨DLC的開(kāi)發(fā)日志。正如以往,本篇日志中的內(nèi)容仍在開(kāi)發(fā)中,因此數(shù)值與用戶界面在發(fā)布前可能會(huì)有調(diào)整。
Ever since we revealed the ship Designer in Man the Guns, people have been asking about a similar system for tanks. We did, however, want to improve a bit on the ship Designer. In particular, we felt that the ship Designer was encouraging too many generalist designs. Part of the problem is that ships have a very long lead time before they become available, so it is difficult to iterate on the designs in a timely fashion. When your ship takes two years to build, you can't really specialize it too much, because you can't always accurately predict the situation in two years.
自從我們?cè)?strong>炮手就位MtG中帶來(lái)了艦艇設(shè)計(jì)器后,大家一直想給坦克也加一個(gè)類似系統(tǒng)。不過(guò),我們確實(shí)想對(duì)艦艇設(shè)計(jì)器進(jìn)行改良。主要問(wèn)題在于我們感覺(jué)艦艇設(shè)計(jì)器過(guò)于推崇最通用的設(shè)計(jì)。一部分原因在于艦船實(shí)際下水前的準(zhǔn)備時(shí)間很長(zhǎng),因此很難及時(shí)對(duì)設(shè)計(jì)進(jìn)行迭代。由于玩家并不能確切預(yù)測(cè)下水時(shí)的情況,因此要花兩年建造的艦船就不能在某一方向過(guò)于特化。
Thankfully, tanks require a somewhat smaller investment (although our QA certainly has tried to make designs that rival ships in cost), so you see a new tank design in the frontlines much sooner than a new ship, allowing you to react to new situations much faster.
好在坦克所需的投入較?。m然我們的測(cè)試人員嘗試弄出過(guò)造價(jià)堪比艦船的設(shè)計(jì)),因此你新設(shè)計(jì)的坦克投入前線要比新艦艇下水快得多,這使玩家能更迅速地根據(jù)新情況作出反應(yīng)。
Another thing is that ships usually had trade-offs between different capabilities, in the sense that the space (or module slot) taken up by a torpedo launcher could also be taken up by an AA gun, making the ship better against one or the other type of enemy. But rarely did you want a ship that had no AA or no way to defend itself against surface targets, so you always wanted some AA and some ship attack.
另外,艦船通常要在不同功能之間有所取舍,比如魚(yú)雷發(fā)射器占用的空間(即模塊插槽)也可以裝防空炮,從而讓艦船能加強(qiáng)應(yīng)對(duì)不同類別的敵人。但通常來(lái)說(shuō),你并不會(huì)弄出完全沒(méi)有防空或?qū)ε灩裟芰Φ呐灤?,因此艦船總是要多少帶點(diǎn)防空和對(duì)艦攻擊的。
tanks, on the other hand, don't usually have trade-offs in the same way. You don't usually design a tank, wondering if you should put on another AA gun or a second gun against surface targets (unless, of course, you are German and it's 1944).
而坦克一般不用擔(dān)心這種權(quán)衡。你在設(shè)計(jì)坦克時(shí)通常不用尋思要不要加一臺(tái)防空炮或?qū)Ω兜孛婺繕?biāo)的副炮(除非你是1944年的德國(guó)人)。
But tanks still have trade-offs in their design, and we wanted to represent those. Traditionally, tank design revolves around three aspects: Mobility, Firepower, and Protection. A well-armored tank is slow, a fast tank can't carry a big gun, and a big gun requires a large tank, which is difficult to armor. During the war, different nations tried different approaches, and learned different lessons from their observations - it is no surprise that the last German tanks of the war were heavily-armored vehicles carrying massive guns, but the first post-war design was the comparatively lightly armored but well-armed and quite nimble Leopard 1.
但坦克在設(shè)計(jì)上還是有些取舍的,我們也想在游戲中體現(xiàn)這一點(diǎn)。通常來(lái)說(shuō),坦克的設(shè)計(jì)著重于三個(gè)方面:機(jī)動(dòng)性、火力和防護(hù)。裝甲良好的坦克速度很慢,速度快的坦克裝不了大炮,而大炮需要的大型坦克難以用裝甲覆蓋。在戰(zhàn)爭(zhēng)時(shí)期,各國(guó)嘗試了多種方案,并從實(shí)戰(zhàn)觀測(cè)中吸取了不同的經(jīng)驗(yàn)教訓(xùn)——德國(guó)人在二戰(zhàn)中最后設(shè)計(jì)出的坦克是裝載巨炮的重裝載具,但他們戰(zhàn)后的首個(gè)設(shè)計(jì)是裝甲相對(duì)較輕、但裝備精良且靈活的豹-1型。
So we wanted to make you think about these three aspects, and have it be a trade-off between them. However, in a grand strategy game, other aspects also matter more than in the typical comparison of tank designs - the best tank in the world is useless if it breaks down on the way to the battlefield (Panther fans take note), and it is even more useless if you can't afford it. So we wanted cost and reliability to also matter when designing a tank or armored vehicle.
因此我們想讓玩家也著眼于這三個(gè)方面,并在其中進(jìn)行權(quán)衡。然而,在大戰(zhàn)略游戲中,還有比傳統(tǒng)設(shè)計(jì)考量更為重要的其他方面——要是全世界最好的坦克在前往戰(zhàn)場(chǎng)的路上就拋錨了,那它可沒(méi)什么用處(豹式迷注意);而且要是制造成本都負(fù)擔(dān)不起,那就更沒(méi)意義了。因此,我們希望在設(shè)計(jì)坦克或裝甲車(chē)中,同樣需要考慮可靠性和成本。
In contrast to ships, we wanted to make you think more about specializing your designs to fill a certain niche, and optimize it towards a specific role. While you will probably still want to have a somewhat middle-of-the-road design for your main production medium tank (one might call it "the Sherman"), there is a place for more specialized designs as well.
與艦艇設(shè)計(jì)相反,我們想讓你著重考慮讓坦克設(shè)計(jì)滿足某一特定需求,并將其優(yōu)化為專門(mén)負(fù)責(zé)某種功能的設(shè)計(jì)。雖然量產(chǎn)的主戰(zhàn)中型坦克可能還是要用偏向泛用的設(shè)計(jì)(可以稱之為“謝爾曼”),但特化設(shè)計(jì)也有自己的地位。
As part of this approach, we will be making changes to the reliability system and the armor system. The details will be forthcoming in a future dev diary (together with other combat changes), but the broad strokes are that reliability will not just affect the rate of attrition, and that the armor system will become less binary. As part of these changes, we also decided to give mechanized equipment some upgrades, so that it can keep up with tanks.
為此,我們將對(duì)可靠性系統(tǒng)和裝甲系統(tǒng)進(jìn)行調(diào)整。詳情將在未來(lái)的開(kāi)發(fā)日志中公布(包括其他戰(zhàn)斗相關(guān)變動(dòng)),但主要內(nèi)容是:可靠性不再只影響損耗率,而裝甲系統(tǒng)不會(huì)那么極端。此外,我們還決定給機(jī)械化裝備進(jìn)行一些升級(jí),以便能夠跟上坦克的步伐。

Under the new system, reliability is meant to represent both the likelihood that a given piece of equipment breaks down as well as the likelihood that it suffers catastrophic damage when hit and the effort necessary to repair it. In effect, reliability also represents the carrying capacity of a given chassis, so you effectively have a reliability budget for every chassis to work with. The more armor you put on it, the bigger the weapon etc., the more reliability drops. Heavier or more advanced tank chassis generally have more reliability (over 100% on the base chassis in some cases).
在新的系統(tǒng)下,可靠性既代表裝備的某個(gè)特定設(shè)備發(fā)生故障的可能性,也意味著它在受攻擊時(shí)時(shí)發(fā)生嚴(yán)重?fù)p壞的幾率,以及修復(fù)所需的投入。實(shí)際上,可靠性也代表了特定底盤(pán)的承載能力,所以每個(gè)底盤(pán)實(shí)際上都有一個(gè)對(duì)應(yīng)的可靠性預(yù)算(容量)。裝甲越多、武器越重等,都會(huì)增加可靠性的消耗。更重或更先進(jìn)的坦克底盤(pán)通??煽啃愿撸ú糠只A(chǔ)底盤(pán)的可靠性會(huì)超過(guò)100%)。
But enough of the basics, let's talk about what you really want to know: What's the Kampfwagenkanone Zweiundvierzig in game terms? Is the weird hybrid-electric drive of the Elefant represented? Do we get to set the exact angle of the front armor or just the thickness?
基礎(chǔ)內(nèi)容說(shuō)得夠多了,讓我們轉(zhuǎn)向大家最感興趣的話題:KWK42坦克炮的游戲參數(shù)如何?象式那奇異的電傳動(dòng)系統(tǒng)會(huì)在游戲中出現(xiàn)嗎?我們能否精確調(diào)整前裝甲的角度,還是只能干涉厚度呢?
Much like ships, tanks are based on a hull (called a chassis) and a number of modules that define the actual stats of the final design. These modules act a little different from the way the ship Designer works. While the main armament is fairly self-evident, other "modules" represent something like "design features". These features are meant to be distinct enough that even someone who does not have an in-depth understanding of armor development during the war can at least understand that different armor types are good for different things.
與艦船相似,坦克的實(shí)際設(shè)計(jì)也是由一個(gè)外殼(即它的底盤(pán))和數(shù)個(gè)模塊構(gòu)成。坦克上的這些模塊和艦船設(shè)計(jì)有些許不同。主武器的情況顯而易見(jiàn)便于理解,而其他“模塊”則體現(xiàn)了某種“設(shè)計(jì)特征。這些“特征”的辨識(shí)度很高,哪怕是對(duì)二戰(zhàn)時(shí)裝甲發(fā)展沒(méi)什么了解的人,至少也能借此理解不同類型的裝甲用途各異。

Instead of scripting in a gigantic list of armor types with different thickness, armor is represented by a thickness and a production method: Riveted Armor is the cheapest kind, but also the weakest. Cast Armor is the strongest, but also the most expensive.
我們并未費(fèi)勁編寫(xiě)一大堆厚度各異的裝甲,而是將裝甲簡(jiǎn)化為通過(guò)厚度和制作工藝來(lái)表現(xiàn):鉚接裝甲最便宜,但強(qiáng)度也是最弱的。澆鑄裝甲防護(hù)最好,但造價(jià)高昂。
Welded Armor is a compromise between the two extremes, making it the most cost-efficient (arguments can be made either way between cast and welded armor since welding does require specialized equipment and training).
焊接裝甲介于兩者之間,屬于兼顧成本和效率的類型(由于焊接需要專業(yè)設(shè)備和訓(xùn)練,因此焊接和澆鑄哪個(gè)性價(jià)比高可能會(huì)有些爭(zhēng)議)。
Armor thickness is changed through something much like the old, vanilla upgrade system, with up to 20 different levels. You start with being able to put up to 5 levels of armor (roughly equivalent to 50 mm of armor) on a tank, but research allows you to put more on. Higher levels of armor protection require more resources, such as steel and eventually chromium. There is no limit to the amount of armor you can put on a chassis as such - if you want to make a light tank with the armor protection of a Tiger, you can (it's called a Panzer I Ausf. F). The amount of armor upgrades on the vehicle translates to an actual armor value based on the type of armor you have selected, so 5 levels of riveted armor are still weaker than 5 levels of cast armor - but much cheaper.
裝甲厚度改成了與舊的原版類似的升級(jí)系統(tǒng),總計(jì)有20個(gè)不同的等級(jí)。在開(kāi)局時(shí)最高可以給坦克裝上5級(jí)裝甲(約等于50mm裝甲),隨著研究解鎖你可以裝配更多裝甲。更高等級(jí)的裝甲防護(hù)需要更多資源,比如鋼鐵,后面還會(huì)用到鉻。底盤(pán)可以配裝的裝甲量并沒(méi)有限制——你完全可以搞個(gè)裝甲防護(hù)與虎式持平的輕坦(也就是一號(hào)坦克F型)。 載具的裝甲升級(jí)量會(huì)根據(jù)裝甲類型換算成實(shí)際裝甲值,所以5級(jí)鉚接裝甲仍然比5級(jí)澆鑄裝甲要弱——但也更便宜。

Engine types are also meant to be simple to understand. Gasoline Engines are faster than Diesels for the same weight, but Diesels are more reliable. Beyond that, Electric hybrid engines are a very situational pick. We originally intended for them to be a joke pick - costly, unreliable, fuel inefficient - but on some further reading, the rationale behind them was that they offered better mobility in broken terrain. In game, this is represented by a small bonus to breakthrough and defense.
引擎類別也同樣做得方便理解。在同等重量下,汽油機(jī)比柴油機(jī)更快,但是柴油機(jī)更可靠。此外,電動(dòng)混合引擎則是適合特定情況的選擇。我們?cè)葘に及阉龀晒#涸靸r(jià)高昂、可靠性低、燃料利用率低的東西。但在進(jìn)一步了解后,我們發(fā)覺(jué)使用電動(dòng)混合動(dòng)力的緣由是為了提高崎嶇地形中的機(jī)動(dòng)性。在游戲中,這項(xiàng)特性體現(xiàn)為少量突破與防御加成。
Finally, there are gas turbines, which are unlocked from jet engine research. They are the fastest engine option, but take up a lot of fuel. Like armor, engines also have an upgrade system where you can set the level of engine power (up to 20). It should be noted that the speed of most historical designs is going to be lower than the stated max speed of the vehicle they are based on. This is because we represent the operational speed of a vehicle, i.e. how far the vehicle can get in 24 hours - tanks don’t drive around all day at maximum speed, they have to stop for refuelling, resting the crew, basic maintenance etc.
最后,還有噴氣式引擎科技解鎖的燃?xì)鉁u輪機(jī)。這是速度最快的可選引擎,但燃料消耗極高。引擎也有一套升級(jí)系統(tǒng),可以設(shè)置引擎動(dòng)力(最高20級(jí))。但要注意,游戲中大部分史實(shí)坦克設(shè)計(jì)的實(shí)際速度會(huì)低于比面板上的最高速度。這是因?yàn)槲覀円w現(xiàn)載具的實(shí)際運(yùn)載速度,比如載具跑24小時(shí)實(shí)際能走多遠(yuǎn)——坦克不能一整天都全速行進(jìn),它們需要停車(chē)加油、讓乘員組休息,還有基礎(chǔ)維護(hù)等等。
Turrets are split between different kinds and are meant to represent things like crew ergonomics. Early in the war, a lot of countries had tanks with one or two-man turrets, and one advantage the Germans had was having a commander who could direct the rest of the crew without also having to service the main gun. This is represented by bonuses to breakthrough with different turrets.
炮塔也分為不同類型,以此體現(xiàn)乘員的人體工學(xué)等內(nèi)容。在戰(zhàn)爭(zhēng)初期,許多國(guó)家的坦克都配備了能容納1人或2人的炮塔;而德國(guó)炮塔設(shè)計(jì)的優(yōu)勢(shì),則是有了一位能夠指揮余下車(chē)組乘員而不用操作主炮的車(chē)長(zhǎng)。游戲中將其表現(xiàn)為不同炮塔帶來(lái)的不同突破加成。
A special type is the fixed superstructure. Main guns are differentiated by size (small, medium, large, super-heavy), which correspond roughly with the weight classes of tanks. Light tanks can only carry small weapons etc. - unless they have a fixed superstructure, which enables them to carry guns one size bigger, allowing you to mount a medium gun on a light tank chassis. Having a fixed superstructure also adds bonuses to defense while giving a penalty to breakthrough, making it a good option for vehicles meant to defend.
固定塔身結(jié)構(gòu)是一類特殊的炮塔類型,其主炮根據(jù)規(guī)格進(jìn)行區(qū)分(小、中、大、超重),大致對(duì)應(yīng)坦克的重量等級(jí)。輕坦只能裝載小型武裝,除非加設(shè)固定塔身結(jié)構(gòu)。而固定塔身結(jié)構(gòu)可以讓載具攜帶比自身大一號(hào)的火炮,比如讓輕坦底盤(pán)裝載中型火炮。它還能提供防御加成,但其突破會(huì)有對(duì)應(yīng)懲罰,因此固定塔身結(jié)構(gòu)是防御用載具的不二之選。

Suspensions affect mainly reliability and speed. The most basic kind is the Bogie suspension, which adds some reliability, while Christie suspension adds quite a bit of speed. Torsion Bar suspension adds more reliability than Bogies, but is more expensive. Interleaved Roadwheels - as seen on the later German tanks - add some breakthrough, but have reliability problems (the overlapping wheels add some protection and redundancy against fire coming from the side, but are difficult to repair and maintain). Light Chassis can also select wheeled and half-track suspensions, which make the vehicle itself quite a bit cheaper, but also drop reliability.
懸掛系統(tǒng)主要影響坦克的可靠性與速度。最基礎(chǔ)的懸掛系統(tǒng)是轉(zhuǎn)向架懸掛,能夠略微提高可靠性,而克里斯蒂懸掛能提高不少速度。扭桿式懸掛的可靠性提升比轉(zhuǎn)向架懸掛更高,但也會(huì)抬高造價(jià)。常見(jiàn)于二戰(zhàn)后期德國(guó)坦克的交錯(cuò)式負(fù)重輪,則能提供一些突破能力加成,但也有可靠性方面的問(wèn)題(交錯(cuò)式負(fù)重輪雖然能提升對(duì)側(cè)面所受火力的防護(hù)和阻擋,但是難以修理和維護(hù))。輕型底盤(pán)也可以選配輪式和半履帶式懸掛,從而很好地降低生產(chǎn)成本,但會(huì)犧牲可靠性。

模塊槽位
已安裝模塊:克里斯蒂懸掛
由美國(guó)發(fā)明家研制,這種懸掛系統(tǒng)能帶來(lái)極高的速度。
最大速度:2.0km/h,+20.0%
生產(chǎn)花費(fèi):3.00
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允許模塊類型:履帶式懸掛;無(wú)履帶式懸掛;
該槽位必須安裝一個(gè)模塊
The main weapon has probably the biggest impact on the offensive stats of the vehicle. There are a lot of different options to choose from, but we have tried to give every weapon type it's own niche, with realistic drawbacks and advantages, so for example the High-velocity tank guns (like the KwK 42 or the American 76mm) have worse soft attack but very good piercing and hard attack, while howitzers have very poor hard attack and piercing, but spectacular soft attack. This means that for example the early German tanks do struggle a bit against the French, which have pretty heavy armor (but suffer in other regards, mostly because of their one-man turrets).
主炮對(duì)載具的進(jìn)攻能力影響最顯著。游戲中會(huì)有很多可選選項(xiàng),但我們嘗試給各類武器塑造獨(dú)特的定位,并融入了現(xiàn)實(shí)中各自的優(yōu)點(diǎn)和缺陷。例如高速坦克炮(以KwK42式或者美國(guó)的76mm炮為代表)對(duì)人員殺傷效果極低,但穿深和對(duì)裝甲殺傷極優(yōu)。而榴彈炮的穿深與對(duì)裝甲殺傷效果極低,但對(duì)人員殺傷效果極優(yōu)。舉例說(shuō)明,早期德國(guó)坦克面對(duì)同時(shí)期裝甲厚重的法國(guó)坦克時(shí)會(huì)遇到不少麻煩(但法國(guó)人也有別的問(wèn)題,主要?dú)w咎于單人炮塔設(shè)計(jì))。
A full list is included in the spoiler tag:
以下是完整選項(xiàng)表格:

As you can see, we made an effort to not have a giant tech tree this time. The tech tree for the new chassis is about the same size as the old armor tech tree, and the other modules are unlocked primarily through the artillery tab.
如各位所見(jiàn),這次我們盡力避免了科技樹(shù)過(guò)于龐大。坦克底盤(pán)的新科技樹(shù)與舊版的裝甲科技樹(shù)規(guī)模基本相同,而其他模塊科技主要從火炮相關(guān)的研究解鎖。

Finally, every chassis has 4 slots for "Special Modules". These can include radios, which give bonuses to breakthrough and defense; secondary turrets for all your T-35 needs; smoke launchers; extra ammunition storage and wet ammo storage. Deciding whether or not a tank uses sloped armor also happens in this area. Perhaps most intriguing is the Amphibious Drive, which allows you to designate a design as an amphibious tank for the purpose of amphibious tank battalions (MtG owners only).
最后,每種類型的坦克底盤(pán)都有四個(gè)“特殊模塊”的槽位。這些槽位可以安裝別的裝備,比如:提供突破與防御加成的無(wú)線電設(shè)備;足以裝滿T-35的副炮塔;煙霧彈發(fā)射器;附加彈藥架和濕式彈藥架。這里也決定坦克是否使用傾斜裝甲設(shè)計(jì)。最引人注目的應(yīng)該是兩棲驅(qū)動(dòng)設(shè)計(jì),可以解鎖兩棲坦克營(yíng)的裝備(僅限已購(gòu)買(mǎi)炮手就位MtG的玩家)。
Designating designs for certain roles ensures that they are used in those subunits. Some roles require certain characteristics - for example, you can't have an AA tank that uses a fixed superstructure. But it is completely possible to make both the German tank destroyers with fixed superstructures and the American ones with turrets and have them go to tank destroyer units. The weight class of the chassis determines the weight class of the final design, so a design on the heavy chassis that is designated as a tank destroyer is treated as a heavy tank destroyer. This also means we can represent vehicles that changed roles during the war more easily, so you can have your StuG III equivalent with a high-soft attack gun go to your armored artillery battalions in the early war, but then switch out the gun to something with better piercing and have it work as a tank destroyer afterwards.
為專門(mén)用途分配特定設(shè)計(jì)的坦克,能確保它們得到妥善利用。功能特化的坦克會(huì)要求某些特征,比如防空載具用不了固定塔身結(jié)構(gòu)。但玩家完全可以給德國(guó)坦克裝上固定塔身、給美國(guó)坦克裝上可動(dòng)炮塔,然后把他倆都劃入坦殲部隊(duì)里。而最終設(shè)計(jì)的量級(jí)取決于坦克底盤(pán),也就是說(shuō),一個(gè)用重型底盤(pán)的坦克設(shè)計(jì)被劃為自行反坦克炮,那它就會(huì)被視作重型坦殲。這也意味著,我們可以更好地體現(xiàn)載具在戰(zhàn)時(shí)由于各種原因調(diào)換定位和作用的情況,你也可以在戰(zhàn)爭(zhēng)初期讓三號(hào)突擊炮裝著高軟攻火炮組成自行火炮營(yíng),隨后再換成穿甲能力更強(qiáng)的主炮,讓它變回自行反坦克炮。
Since we want you to optimize designs for different purposes, we also wanted to make sure that you can easily decide where a certain tank design ends up. So for example, you can follow the British approach of having fast cruiser tanks to use in armored divisions, and slower infantry tanks that go to support your infantry divisions. To do this, you tag a design with a symbol. You can then quickly select from a list of symbols in the division Designer to make the division only pull equipment tagged as such. Equipment that isn't tagged (such as lend-lease and captured foreign equipment, or equipment not tagged at all) will still be used for divisions that don’t have a specific tag requirement set.
我們希望玩家能為不同用途優(yōu)化各種設(shè)計(jì),但也要確保各位能輕松地決定某種設(shè)計(jì)最后用在哪兒。舉個(gè)例子,你可以按英國(guó)人的分法,讓裝甲師配備高速的巡航坦克,把低速的步兵坦克劃給步兵師用作支援。為此,你可以對(duì)各類設(shè)計(jì)進(jìn)行標(biāo)記,并在單位編制界面里直接從符號(hào)標(biāo)記列表點(diǎn)選,讓特定編制只選用標(biāo)記的坦克裝備。未標(biāo)記的裝備(如租借和繳獲的外國(guó)坦克,或玩家沒(méi)有標(biāo)記的坦克設(shè)計(jì))會(huì)供應(yīng)給沒(méi)有特殊需求的編制。
We also took another look at what automation features were necessary for people who don't want to spend a lot of time fine-tuning their tank designs (weird and alien though that thought may be to most of us). We do, of course, have the usual auto-design functionality. It takes the design the AI would use and offers it for approval. This has gotten some love, and there should now be some national flavor in how the AI designs its tanks. It also takes the overall situation into account, so tanks will be up-armored during the war and so on. Beyond that, we also have added an auto-upgrade function, which keeps a given design current as you research new guns, chassis etc. You can either click on a design you made in the past and upgrade it with a single click to the newest components (so a Radio I becomes a Radio II etc.), or click a checkbox to do so automatically. You don't have to pay XP for an automatic design upgrade, but you won't get thicker armor or a better engine that way. Still, we think that the combination of auto-design and auto-upgrade allows players to interact with the system as much or as little as they like.
我們還考慮了部分自動(dòng)化功能的必要性,以便滿足不想微操細(xì)調(diào)坦克的玩家(雖然這種想法對(duì)咱們大部分人來(lái)說(shuō)還挺怪的)。當(dāng)然,我們有常規(guī)的自動(dòng)設(shè)計(jì)功能。它會(huì)采用AI所用的設(shè)計(jì),并交給玩家進(jìn)行判斷。部分玩家挺中意這項(xiàng)功能,現(xiàn)在AI的坦克設(shè)計(jì)也會(huì)融入一些國(guó)家特色。它還會(huì)考慮整體局勢(shì),這樣坦克會(huì)在戰(zhàn)爭(zhēng)期間加設(shè)裝甲等等。除此之外,我們還增加了一個(gè)自動(dòng)升級(jí)功能,在你研究了新的火炮和底盤(pán)等部件時(shí),保證某個(gè)特定的設(shè)計(jì)也及時(shí)更新。你可以點(diǎn)選舊設(shè)計(jì),并一鍵升級(jí)至最新模塊配件(比如無(wú)線電裝備從I升為II等),或者勾選自動(dòng)更新功能。自動(dòng)升級(jí)設(shè)計(jì)并不會(huì)消耗陸軍經(jīng)驗(yàn),但它也不會(huì)提供更厚的裝甲或更好的引擎。盡管如此,我們依然認(rèn)為自動(dòng)設(shè)計(jì)和自動(dòng)升級(jí)相結(jié)合,能讓玩家隨心所欲地處理這一系統(tǒng)。

To make the tank designs more visually distinct in the production view, we have added about 1000 new 2d icons to use for them, mostly stemming from combining parts of existing tanks in new ways (the gun of tank A with the turret of tank B etc.). The historical icons are, of course, still available. You can select the icon while making the design, as well as the 3d asset used to represent the vehicle on the map.
為了使坦克設(shè)計(jì)在生產(chǎn)視圖中更直觀,我們新增了大約1000個(gè)2D圖標(biāo),主要是靠已有坦克的各部拼湊而成(比如坦克A的火炮配坦克B的炮塔之類)。當(dāng)然,史實(shí)圖標(biāo)仍然可用。你可以在進(jìn)行設(shè)計(jì)時(shí)選擇圖標(biāo),以及地圖上表示載具的3D建模。


That's all from us today for this feature. Before closing, I would like to note a few things on the subject of giving feedback. When I first started at Paradox, the direct line between community and developers was a major plus for me, because I liked the idea of talking to the community without having to run every post past three different marketing departments first. However, this kind of direct community access comes at a heavy cost for us. As many of you have noticed, we have gotten a little sparse in these forums in the last few months, or even years. The reason for this is that often we do face a debate culture that is not enjoyable to take part in, where it is taken as a given that the devs are either lazy or incompetent and where everything we do is viewed through that lens. Not only is it incredibly demoralizing to spend months of your life creating something, only to see the people you made it for tear it to shreds, it is also a debate that gives no one anything. We aren't paid to wade through pages of abuse to find a few nuggets of useful feedback, and so that feedback is not acted on. A lot of you have access to sources in languages we don’t speak or have studied some detail that we weren't aware of. Such feedback is very useful - just a few weeks ago someone sent me a plan of the Turkish railways in 1936 taken from an old Turkish book, so I was able to use that to update the Turkish railway setup at game start.
今天這項(xiàng)內(nèi)容的介紹到此為止。在收尾前,我想就提供反饋的問(wèn)題說(shuō)明幾件事。我剛開(kāi)始在Paradox工作的時(shí)候,社區(qū)和開(kāi)發(fā)者之間的直接聯(lián)系對(duì)我來(lái)說(shuō)是件大好事,因?yàn)槲蚁矚g和社區(qū)交流的想法,而不用每發(fā)一次帖前都得要經(jīng)由三個(gè)不同市場(chǎng)部門(mén)過(guò)目。然而,這種直接接觸社區(qū)的方式也是一個(gè)沉重的負(fù)擔(dān)。正如大家所見(jiàn),最近幾個(gè)月——甚至最近幾年里,我們和論壇逐漸疏遠(yuǎn)了。原因在于,我們老是要面對(duì)一種不愉快的辯論文化,其中總是默認(rèn)開(kāi)發(fā)者要么懶散要么無(wú)能,而且這層濾鏡會(huì)套在我們所做的一切上??吹阶约夯ㄙM(fèi)數(shù)個(gè)月時(shí)間和精力制作的東西被受眾扯了個(gè)稀爛,不僅非常令人泄氣,而且為之辯論更是對(duì)誰(shuí)都沒(méi)好處。我們并不是被雇來(lái)從一大摞雜話里挑出一些實(shí)際反饋意見(jiàn)的,所以這些意見(jiàn)也沒(méi)有被采納。很多玩家可以獲取其他語(yǔ)言的資料,或者研究過(guò)一些我們不知道的細(xì)節(jié)。這樣的反饋確實(shí)有用——就在幾周前,有人給我發(fā)了一本舊書(shū)里1936年土耳其鐵路的平面圖,我便能用它來(lái)更新游戲開(kāi)始時(shí)的土耳其鐵路設(shè)定。
We're not looking for fawning adoration (although we will certainly accept it) or a forum in which our decisions can't be discussed with a critical eye. We want to have your feedback, but there is no point to it if it can’t be delivered with a minimum of respect for each other. If you want to have a forum where developers are willing to go and answer your questions, then it is also your responsibility to build a place where we feel welcome, and where we can disagree in a productive and professional manner. It costs you nothing to assume that we were acting in good faith. None of us wake up in the morning and go to work in order to do a bad job.
我們不是光要人獻(xiàn)媚吹捧(雖然也會(huì)接受),也不是說(shuō)論壇不能用批判的角度討論我們的決定。我們希望得到你們的反饋,但這要是不能以互相尊重的最低前提來(lái)進(jìn)行,那也沒(méi)啥意義。如果各位想有一個(gè)開(kāi)發(fā)者愿意回答問(wèn)題的論壇,那么你們也有責(zé)任建立讓我們感到友好歡迎的環(huán)境,這樣我們才能以富有成效且專業(yè)的方式提出不同的意見(jiàn)。換個(gè)角度認(rèn)為我們是好心在辦事的也虧不了各位。畢竟沒(méi)人早起上工是為了搞一攤亂子。
Extra Secret Spoiler: here are some tank designs QA has made over the past few months while we were developing this. Please note that the numbers on the screenshots are several versions out of date and that the issues pointed out in these shots have been fixed since then.
小彩蛋:以下是近幾個(gè)月正在開(kāi)發(fā)這個(gè)功能時(shí),測(cè)試組弄出來(lái)的的坦克設(shè)計(jì)。但要注意:截圖上的數(shù)值是好幾個(gè)版本前的,而且其中引發(fā)的問(wèn)題已經(jīng)修復(fù)了。

Why use an engine when you have free continental drift to take you to the enemy?
能靠免費(fèi)的大陸漂移去接敵了,那還要啥發(fā)動(dòng)機(jī)???

And then we nerfed the secondary turrets.
然后我們就削了副炮塔。

And it was in this momen that someone realized that we should probably cap negative reliability at 0.
這會(huì)兒才有人想起來(lái)可靠性下限應(yīng)該定為0。

A super-heavy amphibious tank is an idea too beautiful for this world. It can also only drive backwards for some reason.
這個(gè)世界不配擁有如此美好的超重型兩棲坦克。而且它不知為啥只能倒車(chē)。
翻譯:月蝕 走地鵝 Mikko
校對(duì):zzztotoso 三等文官猹中堂
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